Fatebringer
From Destinypedia, the Destiny wiki
| Fatebringer | |
|---|---|
| Production overview | |
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Rarity class: |
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Weapon type: |
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Is craftable: |
Yes |
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Patterns needed: |
5 |
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Impact: |
84 |
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Stability: |
57 |
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Handling: |
55 |
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Reload speed: |
46 |
| Specifications | |
|
140 RPM | |
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Damage: |
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Range: |
46 |
| Hidden stats | |
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Aim assistance: |
84 |
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Inventory size: |
53 |
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Zoom: |
14 |
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Recoil: |
98 |
| Service history | |
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Affiliation: |
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| “ | Delivering the inevitable, one pull at a time. | ” |
Fatebringer is a Hand Cannon Legendary that drops from the Templar boss in the Vault of Glass Raid. It will return in Year 3 as a primary Fatebringer (Adept) Exotic that deals Arc damage obtainable in the Vault of Glass Raid of the Age of Triumph.
Fatebringer has returned in the Season of the Splicer with the return of the Vault of Glass, the name of the Adept version will be changed to Fatebringer (Timelost) and will be of Legendary allowing the possibility of using adept mods.
It got later updated with Episode: Heresy with the base version becoming craftable, the Timelost version becoming enhanceable, and updated perks as well as an origin trait called "Timelost Magazine" for both versions.
Destiny 2[edit]
Fatebringer returned in Season of the Splicer with the return of the Vault of Glass, albeit with some adjustments, such as the addition of random perks and lack of the intrinsic perk "Oracle Disruptor" as well as one fewer perk slot. Both the lack of a 3rd perk slot and the removal of the Oracle Disruptor perk are in line with the rest of the weapons from Vault of Glass.
Perks (Destiny 1)[edit]
Intrinsic[edit]
- Oracle Disruptor: This weapon deals bonus damage to Oracles in the Vault of Glass
1st column[edit]
- Steadyhand IS: Stable sight, optimized for excellent recoil control.
- Sureshot IS: Snapshot sight, excellent handling, superb target acquisition.
- Quickdraw IS: Agile sight, lightning-fast handling.
2nd column[edit]
- Firefly: Precision kills with this weapon cause the target to explode.
3rd column[edit]
- Field Scout: Increased ammo carry capacity.
- Single Point Sling: Switch weapons faster, move more quickly while aiming.
- Explosive Rounds: Volatile payload explodes on impact, dealing a portion of the weapon's damage in an area.
4th column[edit]
- Outlaw: Precision kills with this weapon dramatically increase reload speed.
Perks (Destiny 2)[edit]
Barrel[edit]
- Full Bore - +15 range, -10 stability, -5 handling
- Hammer-forged rifling - +10 range
- Arrowhead brake - +10 handling, +30 recoil control
- Chambered compensator - +10 stability, -5 handling, +10 recoil
- Corkscrew rifling - +5 range, +5 stability, +5 handling
- Extended barrel - +10 range, -10 handling, +10 recoil
- Fluted barrel - +5 stability, +15 handling
- Polygonal rifling - +10 stability
- Smallbore - +7 range, +7 stability
Magazine[edit]
- Accurized rounds - +10 range
- Tactical mag - +5 stability, +10 reload, +10 magazine
- Appended mag - +20 magazine
- Extended mag - -20 reload, +30 magazine
- steady rounds - -5 range, +15 stability
- Alloy mag - +10 reload (when magazine is empty)
- Flared magwell - +5 stability, +15 reload
1st perk column[edit]
Season of the Splicer version[edit]
- Rewind rounds - When weapon is empty, magazine refills from reserves based on number of hits (must hit last shot of the magazine to proc).
- Explosive Payload - Projectiles create an Area-of-effect detonation on impact.
- Killing Wind - Final blows grant increased mobility, range, and handling for a short duration.
- Tunnel vision - Reloading after defeating a target greatly increasers target acquisition and aim-down-sight speed for a short duration.
- Osmosis - Using your grenade ability changes this weapon's damage type to match your subclass until the weapon is stowed.
- Thresh - Killing combatants generates a small amount of Super energy.
Episode: Heresy version[edit]
- Osmosis - Using your grenade ability changes this weapon's damage type to match your subclass until the weapon is stowed.
- Opening shot - Improved accuracy and range on the opening shot of attack.
- Keep away - Increases reload, range and accuracy when no targets are in close proximity.
- Rewind Rounds - When weapon is empty, magazine refills from reserves based on number of hits (must hit last shot of the magazine to proc).
- To the Pain - While this weapon is equipped, taking damage increases handling and aim assist until the weapon is stowed. Taking more damage increases the effect.
- Kinetic Tremors - Sustained kinetic damage to a target emits a shockwave that damages any nearby targets.
- Explosive Payload - Projectiles create an Area-of-effect detonation on impact.
2nd perk column[edit]
Season of the Splicer version[edit]
- Frenzy - Being in combat for an extended period of time increases damage, handling, and reload speed until you're out of combat.
- Firefly - Precision kills generate a solar explosion and increase reload speed.
- Eye of the Storm - This weapon becomes more accurate and grants more handling as your health gets lower.
- Kill Clip - Reloading after a kill grants bonus damage for 3 seconds.
- Opening shot - Improved accuracy and range on the opening shot of attack.
- Adrenaline Junkie - Grenade final blows grant bonus damage and handling for a moderate duration.
Episode: Heresy version[edit]
- Frenzy - Being in combat for an extended period of time increases damage, handling, and reload speed until you're out of combat.
- Eye of the Storm - This weapon becomes more accurate and grants more handling as your health gets lower.
- Firefly - Precision kills generate a solar explosion and increase reload speed.
- Elemental Honing - Dealing unique elemental damage grants this weapon a stacking damage bonus. This bonus is increased for kinetic weapons.
- One for All - Hitting three separate targets increases damage for a moderate duration.
- Magnificent Howl - The number of precision final blows before reloading affects the total rounds granted with increased range and damage. Precision final blows with Magnificent Howl active extend the effect for additional rounds.
- Precision Instrument - Dealing sustained damage increases precision damage.
Origin trait (Episode: Heresy version only)[edit]
- Timelost Magazine - Final blows with this weapon grants bonus Super energy. When your Super expires, this weapon's magazine size is doubled for a long duration and reloads from reserves.
Trivia[edit]
- Some hand cannons like Fatebringer have their bullet measurements printed on the side of the barrel.
- This hand cannon fires .44 Calibre round payloads.
- The measurements do not appear on the Destiny 2 version.
- Players in Year 2 of Destiny can get a very similar weapon (if rolled correctly) known as the Imago Loop from The Undying Mind Strike.
- In Destiny 2: Forsaken, a new Hand Cannon called Nation of Beasts was introduced as a reward from Morgeth, the Spirekeeper in the Last Wish Raid, with similar perks to the iconic weapon.
List of appearances[edit]
- Destiny (First appearance)
- Destiny 2: Season of the Splicer